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Lustral Basin

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A member registered Mar 01, 2026 · View creator page →

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I really liked the feel of the reloading mechanic, but I think ths game could’ve used some more “juice” and/or greater mechanical depth.

This is just Luftrausers

The controls felt great, but I wish I could see my currently equipped bullet without pressing right click. In such a fast paced game, I simply didn’t feel I had the time to open a seperate menu to select the best bullet for my situation, which seems like what you were going for. Also, the visuals sort-of felt all over the place? The character sprite, enemy sprites, and the background/ui elements all felt like they belonged to different games.

I was interested to see where this goes, but I wasn’t able to beat it. The dodge timings seemed way too inconsistent and punishing to me. Love the visuals, though!

I love the character’s design and animations, lovely stuff. One thing that bugged me was that using a yo-yo almost felt like it stopped all your momentum, and didn’t fit with the overall pace of the game. That said, this was an enjoyable experience nontheless.

Brillant. I love the balance of risk and reward. My only issue was that after adding a few chambers, it became a lot harder to adjust my bullets. There was also some jittering when new bullets were added. But extremely enjoyable nontheless. I loved the humour as well. Could definitely see myself playing a more fleshed-out version of this.

I really enjoyed the momentum-based controls! That said, the objective of the game, as well as critical information like HP, could’ve been communicated a lot more clearly.

Love the comfy vibes! I just wish there was some more of a challenge.

Lovely game that feels great to play. My main criticism is that the upgrades don’t necessarily feel unique to the concept. That is, the core mechanic of the game doesn’t feel like it has been explored to its full potential. Still very enjoyable, and the limited color palette has been used wonderfully.

The browser issue never happened to me while testing this, might be that you need to toggle fullscreen on/off? Glad you ended up enjoying it, though! I wanted to keep the scope as small as I could for the jam, but I do agree that broader upgrades could be fun in a potential post-jam version.

Thank you! I’ve tried my best to optimize enemy pathfinding, but these things can still happen when you’ve got a lot of them spawning, I suppose.

Thank you! I’ll have to check that game out!

Thanks, and that’s a fair criticism. I really wanted to add more enemy types but had to prioritize some other stuff due to time. Glad you enjoyed it!

Thank you! That is a combo I hadn’t thought of at all, it’s great to hear that you’re coming up with your own strategies.

Thank you! The enemies do have sound effects, I suppose I could’ve spent more time adjusting the audio levels lol

Different enemy types was something I really wanted to implement, but I decided I should spend more time polishing the existing core mechanics, thought that was mostly a time thing. Glad you enjoyed it!

Oh no! I thought I had ironed that out, but I suppose there’s only so much optimization you can do in a week. Thanks for trying it out anyway!

Thanks! That’s definitely an interesting suggestion!

Thank you!

Thanks! I had considered the idea of removing bullets, but couldn’t come up with a fun and balanced way to incorporate it in time. Makes me happy to hear you were engaged enough to think about builds, though!

Absolutely oozing with style. A simple mechanic exploited to its full potential. Couldn’t really ask for more.

The controls were challenging, but fun! As the other commenter said, the solid-colored obstacles made it difficult to gauge the distance. The missiles also felt like a bit too much, especially at the beginning when I had little speed to evade them.

I love this! Very fun concept that was communicated very well. The only thing I’ll say is that the game only challenged me at the very beginning. After a short while, the enemy scaling just couldn’t keep up with my own. Also, the arena could’ve been a bit bigger to account for higher player speeds.

I like the visuals, but it’s unclear what the objective is.

The controls are very unresponsive and the hitboxes don’t seem accurate at all.

I love the writing! I just wish the player was incentivized to actually read the questions instead of just the desired answer. It might’ve also been more fun if the answer wasn’t spelled out at all, and you had to put the phrases in a reasonable order.

I really liked the unique control scheme, but the constant pop-ups and narration were overwhelming. Overall, I think the game is a bit too unforgiving, forcing you to start over at every mistake, and I don’t think that fits a high-score chaser like this.

I more or less did the same thing with the first jam I joined. I submitted a really bare-bones game with an extremely simple idea after learning the basics of Godot. So I don’t think this is a bad idea at all tbh.

Very fun! I think the UI elements could be closer to the player character though, they seem a bit too out-of-the-way currently.

The writing was really fun and interesting, to the point where the bullet-hell sections felt a lot more like a chore I had to endure to get to the good part. I think this game might be stronger without them.

hi

Sent you a message!

I haven’t heard of that game before, I’ll have to check it out! Thanks for your feedback and the bug report!

The string system definitely lends itself to creating complex webs, I’m still thinking about ways to make it more than a glorified slot system. We’ll see how it evolves if I ever make a post-jame version. Thanks for your comment!

Thanks for your comment! There is no end goal, you just see how far you can get! I’ve rated your game as well <3

Thanks for the feedback! I’ll definitely check out your game too, I’m curious to see how others handled a similar concept.

As for your questions, yes the portraits are randomly generated based on premade parts. The success rate isn’t actually capped, and because of the way I’ve set it up you could technically ensure 100% critical successes if you have a 20 in a skill. This is a bit of an oversight on my part, but I thought it worked well enough for a jam project.

I was glad to hear that you came up with a personalized way of setting up your things. That was my intention and I’m very happy it resonated with you. I think there are many improvements to the UI that could be made, but keeping the heist menu below other items definitely makes sense. If I get around to making a post-jam version, it might be something I implement.

The negative heat is not intended, I just didn’t do a very good job of ordering the different things that happen when you transition to a new turn. Again, something to possibly polish.

Thanks again for your thoughtful comments!

I should’ve made it more obvious that you can close the tutorial. I thought it would make for a fun little reveal lol

Oh, gotcha. I was expecting something a bit longer after I saw that there was a save/load system. Still very fun though!

Love the messed-up vibes and retro feel, but I didn’t quite know what to do after killing the skeletons. I was transported to a seemingly blank room and nothing happened?

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Thank you! And yes, the map is randomly generated, using premade configurations for each 8x2 section.